I thought I would post a readable summary of all the relevant information about the recent insider leak by /user/ZeroInformation as this was a throw away account which is to soon be deleted. ZeroInformation was verified to be working as a software developer who works closely with all 3 major players, and works at a software company and uses final or near final versions of their hardware and software on a daily basis. He has decided to break NDA to keep us in the loop, he is not leaking sensitive sales data he is just answering the questions that wouldn't even have to be asked if Oculus and Valve were as transparent as they should have been. All discussion that did not add anything useful have been removed.

A: Less SDE on the Rift. To the point where I don't notice it at all if I'm not trying hard to stare at it. The Vive still has noticeable but improved SDE (from VDK1) with an oval FOV which I prefer over the Rift's rectangular one.A: Menos SDE en el Rift. Hasta el punto de que no lo notas para nada a no ser que intentes buscarlo muy a conciencia. En el VIVE todavia se nota pero ha mejorado respecto al VDK1 con (El VIVE) un FOV ovalado que me gusta mas que el rectangular del Rift.

Q: How is the resolution increase compared to dk2? (if you had one). I always thought the resolution on dk2 was okay if it wasn't for that grid sde in front of my eyes, if you claim sde to be virtually gone, how do you perceive the higher resolution self, is it a "drastic improvement" or "meh" ? and is the sde really that invisible? I can't stand a single grid mesh anymore:pPregunta sobre la mejora de la resolución respecto al DK2

Q: FOV shape aside which one feels larger horizontally and vertically? Also did you adjust the eye relief to be as close as possible to your eyes?
[color=#cc3333]Le piden contretar sobre el FOV aparte de la forma que ha mencionado antes[/B]

Q: /u/linknewtab asked the following group of questions based on his claims in the link:El usuario linknewtab le hace una serie de preguntas basadas en unas declaraciones anteriores de ese mismo usuairo en reddit

That cant be true according to this CV1 has a smaller FOV than DK2 among other things. El que pregunta dice que el CV1 tiene menos FOV que el DK2 entre otras cosas[/B]

Never AB tested them but I also never noticed a difference.No he hecho nunca un testead AB pero tampoco he notado differencia (entiendo que de brillo entre ambos HMD)

No additional ports - There are no audio or USB ports on the headset. If you want to use your own headphones instead of the built-in speakers, you have to deal with a second cable going from the headset to the PC, which is especially problematic for standing Rift experiences.El que pregunta le dice que no hay USB de audio en el HMD (entiendo que se refiere al Rift) y que si siquieres utilizar tus propios cascos tiene que tirar de un segundo cable desde el PC, lo que afecta a la experiencias con el Rift

That one is true.En eso tienes razón

Lenses - Both the Vive and the Rift use fresnel lenses. The main difference is, that the Rift lenses have smaller but more segments when compared to the Vive. This results in circular blurry artifacts on the Rift that are at least as bad as the more flare-like effects on the Vive.El que pregunta dice que tanto el Rift como el VIVE usan lentes fresnel y que la principal diferencia es que las del Rift son mas pequeñas y que como resultado es que el Rift tiene al menos los mismos artefactos borrosos que el VIVE

The Rift uses hybrid lenses. The Vive does have circular flare-like artefacts but they are not too bad and the Rift doesn't have them at all.El Rift usa lentes hibridas. El VIVE tiene artefactos de iluminación pero no so demasiado males el Rift no tiene absolutamente ningun (artefacto).

Software - Until quite recently the software was nowhere near ready. At some point not long ago you actually had to use 3 applications in tandem to operate the Rift. That's also likely the reason why they still haven't shown 1.0 in public. They did add a lot of polish in the last couple of weeks, but compared to SteamVR it's still less functional at the moment and you still have to take off the headset multiple times when setting up the Rift.El que pregunta dice que el software del Rift no estaba ni de cerca preparado hasta hace muy poco y que lo han estado puliendo hasta hace muy poco y por eso no ha salido el SDK 1.0 a la luz. Dice que lo han pulido mucho pero que es mucho menos funcional que SteamVR y que te tienes que quitar el Rift varias veces para configurarlo

Bullshit. You can open and close apps without ever taking off the Rift and the Oculus interface starts automatically when you put on the headset. It's very polished and has been this way since release 1.0.0 which was months ago.Basura. Puedes abrir y cercar aplicaciones sin quitarte el Rift y el interfaz de Oculus arranca automaticamente cuando te pones el HMD. Está muy pulido y ha sido asi dedes que sacaron el SDK 1.0.0. que fue hace ya meses.[/B]

It does indeed weigh 470g but it's evenly distributed across the head. feels more comfortable and refined than the Vive but not quite like the PSVR for long sessions. Pesa 470gr distribuidos a lo largo de la cabeza. Se siente mas confortable y refinado que el VIVE pero no tan conformable como PSVR para sesiones largas

Bullshit. They revealed the final release date to devs very close to the actual public announcement. We got a rough timewindow well in advance though which lined up pretty well with the actual launchday.Basura. Ellos (Oculus) comunicó a los desarrolladores la fecha de lanzamiento final muy cercana a la actual comunicada al publico. Nos dieron una ventana buena con suficiente antelación que se ajusta muy bien al dia de lanzamiento actual[/B]

Tracking cameras - The rumored FOV for the cameras, which was provided by a member of this community a few weeks ago, is actually correct. (100 degrees horizontal, 70 degrees vertical) The tracking distance however, is not. It's somwhere around 3.5m, after that it starts to become jittery or positional tracking shuts off completely. The cables for the cameras are also quite short and regular (passive) USB extensions won't work.
[color=#cc3333]Le pregunta sobre el tracking de las camaras del Rift. Dice que la distancia maxima de las camaras del Rift es de 3.5m, y que a partir de esa distancia empiezan a aparecer imprecisiones hasta que falla, y que los cables son cortos, y que las extensiones USB pasivas no funcionarán.

A: The cable is ceiling mounted in the middle of the room so the actual required cable length is shorter than 4m. heaney555 is probably right in their assumption that the cable of ES08 is as long or shorter than that of the production unit. El cable va montado por el techo en el medio de la habitación por lo que la longuitud del mismo en menor de 4metros. Heaney555 tiene razon cuando asume que el cable ES08 es tan conto o largo como el de la unidad de produción.

Q: So just clarifying the FOV with the Vive, are you sure you fully adjusted the eye relief so that it is closest to your eyes i.e. widest possible FOV? Even in this configuration are you saying the Rift still has a wider FOV? Le preguntan que para aclarar el tema del FOV si se ajusto los HMD a la cara lo maximo posible para tener mas FOV y que si aun asi el Rift tiene wider FOV

A: It wastes a portion of the image that still has to be rendered. It's more efficient the way the Rift works but I still prefer how it looks on the Vive. El (VIVE) desperdicia parte de la pantalla que aun asis tiene que ser renderizada. Es mas eficiente en ese aspecto el RIFT pero prefiero la forma del FOV del VIVE

Q: 1. Your headset of choice? Cual es tu preferencia?
A: 1) I like and dislike different things about all of them. No favourite. Me gustan y disgustan cosas de todos ellos. No tengo favorito.

5. Have you tried touch? Did you like it or found any things that annoyed you? (such as tracking problems).Has probado el touch? Has encontrado algo que te moleste como problemas de tracking?
I'm not too experienced with Touch. We don't have a Touch in OUR office since our project doesn't utilize motion control but I had a couple of opportunities to try it out and was very happy with how well the tracking works. There were a couple of issues with finger recognition and rumor has it that's the reason why they delayed it.No tengo demasiada experiencia con el Touch. Nosotros no tenemos el Touch en NUESTRA oficina ya que nuestro proyecto no utiliza control de movimiento, pero lo he tenido un par de ocasiones para probarlo y estuve muy contento de como el tracking funcionaba. Hubo un par de problemas alrededor de el reconocimiento de dedos y el rumor es que ese es el motivo por el que lo retrasaron.

6. How are the added headphones on the rift?Como son los cascos del RIFT?
IMO the most important difference between the three. The headphones provide an even target across all users for devs and add so much comfort.En mi opinion la diferencia mas importante entre los tres. Los casos (del Rift) proporcionan un objetivo comun para todos los desarrolladores y añaden mucho confort.

A: 1) I like and dislike different things about all of them. No favourite.

2) Rift > Vive > PSVR

3) Vive > Rift > PSVR

4) Rift > PSVR > Vive

5) I'm not too experienced with Touch. We don't have a Touch in OUR office since our project doesn't utilize motion control but I had a couple of opportunities to try it out and was very happy with how well the tracking works. There were a couple of issues with finger recognition and rumor has it that's the reason why they delayed it.

6) IMO the most important difference between the three. The headphones provide an even target across all users for devs and add so much comfort.

7) The Rift and PSVR are equally comfortable IMO. Vive is a bit lacking in terms of ergonomics.

8) For consumers the Oculus software is way ahead at the moment. It's completely plug and play in our experience and feels like a polished console UI, even in its current beta state. My personal preference is the Steam VR interface though simply because it supports voice chat and that's what we use to communicate between our VR room and office.

Q: Re: #6, as a dev how are you guys taking advantage of this? What differences can we expect with sound on the Rift when using the integrated headphones?Como desarrollador teniendo en cuanta eso? Que diferencias no podemos esperar con el Rift usando Cascos integrados?

A: Everything is tuned specifically for these headphones. The position of the in-game listener lines up with the position of the driver in front of your ear to ensure that you get the most acurate 3D audio possible. The best thing of an integrated audio solution is that what I create will sound to you exactly like it sounded to me while I made it. If you play our game you hear everything like we wanted it to sound just like you see the world we created exactly like we wanted it to look because we use the same screen you use.Todo esta tuneado/ajustado para esos cascos. La posicion del que escucha con la posición del casco junto a tu oido para asegurar conseguir que tengas el audio 3D lo mas preciso posible. Lo mejor de tener una solución de audio integrado es que cuando creo un sonido para ti se que va a sonar exacamente como sonaba cuando lo hice. Si juegas nuestro juego tu escuchas todo como nosotros queriamos que sonara como si vieras el mundo que nosotros creamos exactamente igual porque usamos la misma pantalla.

Q: Is there anything cool that you can do in the home screen like with the Vive you can blow up balloons and whack them around, that to me was sooo cool even though it sounds so simple, just because it felt so real?! Also, is there anything else that seems relevant, or that we might like to know?Le preguntan si hay algo que mole tanto como la pantalla de inicio del VIVE donde puedes inflar globos y soltarlos alrededor, ya que eso molo muchisimo aunque suene simple, simplemente porque es tan real? tambien, si hay algo mas relevante o que no podria interesar saber

A: That's part of the longbow demo, not of the actual homescreen on vive. You can set your own 360° photo as a wallpaper with SteamVR which is pretty cool. Oculus Home is not customizable at the moment but it's a fully geometric 3D zen garden scene with animations and a subtle crackling noise coming from a fireplace on the left of the player.Eso es parte (lo de los globos) del longbow demo, no es la pantalla de inicion actual de VIVE. Tu te puedes configurar tu propia foto 360 en Steam VR lo cual mola mucho. La pagina de inicio del Oculus no es costumizable por el momento pero tiene una escena con Geometria completa 3D de un jardin ZEN con animaciones y un sutil sonido de brasas que viene de la chimenea de la izquierda del jugador

Q: I believe that the Vive comes with a standard set of earbuds, which were also shipped with the Pre. Is your dev team fine tuning the experience based on those earbuds? Also, I know that the Vive comes with a jack to plug in external headphones, but is there also a jack for an external mic? My MMX 300 has a separate plug for the mic and for the audio. Creo que el VIVE viene con casos normales (de los de meter dentro de los oidos), que tambien venian con el PRE. Esta tu equipo ajustando la experiencia basandose en dichos cascos? Tambien, el VIVE viene con una clavija para enchufar cascos externos, pero hay tambien una clavija para microfono externo? My MMX 300 tiene distinto conector para el microfono y para el audion

A: No mic jack. We try to work with the included IEMs whenever possible to make sure it will sound on your end once you get a Vive exactly like we meant it to sound. Over-Ears like the MMX 300 might be an issue with the Vive though. Positional audio is fine-tuned to sound right on the included IEMs, not on over-ears where the driver is much further away.Respueste. No tiene (El VIVE) clavija para el Microfono. Nosotros hemos tratado de trabajar con los casos que vienen con el VIVE lo maximo posible para que obtengs del VIVE exactamente el sonido que queriamos conseguir. Cascos como el MMX 300 pueden ser un problema con el VIVE. El audio posicional suena correcto con los cascos incluidos, no con cascos donde el altavoz esta mucho mas lejos.

Q: Which do you like better and why? Cual prefieres y por que?

A: I don't really play favourites. They all have their strengths and weaknesses. From a comfort standpoint I like PlayStation VR the most, for the quality of the headset alone I like Rift the most and for the most compelling out of the box experience the Vive.No tengo favoritos. Todos tienen sus cosas buenas y malas. Desde el punto de vista del confort el que mas me gusta es PSVR, de la calidad de solo el headset me gusta mas el Rift y para una experiencia mas irresistible la experiencia del VIVE.

Q: Could you elaborate on the comfort of the PSVR? I can't really get a good sense of how it is built just from what we have seen online. How does it differ from the Vive/Rift in how it sits on your head? Puedes profundizar mas en el confort de PSVR? No me hago realmente a la idea de como esta construdo a partir de lo que hemos visto online. En que se diferencia del VIVE/RIFT?

A: The nice thing about PSVR is that it doesn't press against your face. The mounting mechanism is a cushioned ring you wear around your head. You can wear it for hours without getting that feeling of weight on your cheekbones. Keep in mind that I don't use a PSVR regularly and the unit at our office is not the current model shown at GDC but from what I can tell close or identical.Respuesta: Una cosa genial de PSVR es que no toca tu cara. El mecanismo de montaje es una anillo que llevas alrededor de tu cabeza. Tu puedes estar horas sin sentir peso sobre tus pomulos. Ten en cuenta que no uso el PSVR regularmente y que la unidad en nuestra oficina no el el modelo enseñado en el GDC pero te pude decir que es muy cercano o identico.

Q: Do you mean the Rift doesn't press against your face with any noteworthy amount of force? From the sounds of it the display for the PSVR actually kind of hovers in front of your face and is only attached to the ring on your head. From what I've heard the Rift is very light and barely noticeable, but I can't imagine that headstrap would be able to hold the display a distance from your face without touching it the way PSVR seems to.Quieres decir que el Rift o se ajust a tu cara con una fuerza noticiable? Suena como si la pantalla de PSVR flotara frente a tu cara y que solo se sujeta con un anillo alrededor de tu cabeza. Por lo que he oido el Rift es muy ligero y casi no se nota, pero no puedo imaginar que una banda sea capaz de sujetar la pantalla a distancia de tu cara sin tocarla como parece que PSVR hace

Q: Is there gap at the nose part on PSVR that lets light in more than the other 2 headsets?Deja la distancia de la parte de la nariz entrar mas luz que en los otros dos Headsets

A: Since PSVR doesn't touch your face for the most part there is more light leaking in than with the Rift and Vive. Not just at the nose but all around the eyebox It's not too bad IMO but you might want to play in a dark room if that's something you don't like. Desde que la PSVR no toca tu cara hay mas filtración de luz que en el Rift y en el VIVE. No solo en la nariz si no alrededor del eyebox no es muy malo pero quizas prefieras jugar en una sala oscura si es algo que no te gusta.

A: Absolutely. If I look purely at the comfort and quality of the headsets alone I would give it to the Rift but the ability to reach out and "touch" the virtual world is what makes the Vive so magical for me.Absolutamente. Si mirase puramente al confort y a la calidad de los HMDs eligiria el Rift pero la posibilidad de poder tocar el mundo es lo que hace el VIVE tan magico para mi.

Q: You say they each have their strengths and weaknesses, what do you think is the Rifts weak point, or what if anything don't you like about it?Dices que cada uno tiene sus cosas buenas y malas, cual puensas que el punto debil de Rift o que si hay algo no te gusta de el?

A: I don't like having to wait for tracked controllers. If I would buy a headset for myself right now it would probably be the Vive because it's a complete VR package for what I want to do in VR while the Rift is a slightly superior, much more ergonomic headset but is also making me wait for touch for half a year.No me gusta tener que espera por los controles de tracking. Si tuviera que comprar un Headset ahora mismo compraria el VIVE porque es un paquete mas completo para lo que quiero hacer en Realidad Virtual mientras que el Rift es ligeramente superior, con mucha mejor ergonomia pero haciendome esperar por el Touch medio año.

Q: 1.0.0 added the Lighthouse-style floor level coordinate system, DX12 support and introduced backwards and forwards compatibility for SDK 0.6 - 1.0 games on all future runtime versions. Do you know how to enable that backwars compatibility? I'm not a dev, but I have the Oculus Home beta and a DK2. Since the last update (1.2 I believe), the support for SDK 0.8 apps was gone..Resumiendo un usuario del DK2 le pregunta si el soporte para el SDK 0.8 ha desaparecido con el último SDK

A:The latest one is 1.3 Beta. They pushed that a few days ago. You can check the version you're running under "gear icon" -> Settings -> General If you're in the LIVE channel you should always be on the most recent version. I'm not sure if it's something you have to enable and if it's even there anymore but it's in the changelog for 1.0.0Respuesta el último SDK es el 1.3 Beta. Lo sacaron hace unos días. Puedes chequear la versión que estas ejecutando en "icono gear" -> Settings -> General. Si estas en el canal en directo siempre deberías estar en la versión mas reciente. No estoy seguro de si es algo que tu has habilitado u otra cosa pero esta en el log de cambios de la 1.0.0.

Q: Does the DX12 support make a big difference? I'm still on Win7 and have a GTX 970, I'm wondering if upgrading to 10 would improve the performance at all.Le preguntan si DirectX12 aporta diferencias importantes, ya que el usuario tiene Windows 7 y una 97'.

A: We use a 970 in every single one of our systems for development and testing to force ourselves to optimize for the recommended specs. Wide testing across multiple different GPUs is usually only done in the last few weeks leading up to a release candidate and almost never in-house. With 10k+ Vive Pre owners out there I'm sure we would have heard a lot more complaints if there were widespread issues with AMD.Respuesta: Nosotros utilizamos una 970 en todos los sistemas de desarrollo para obligarnos a optimizar a las especificaciones recomendadas. El testeo multi GPU es normalmente hecho una pocas semanas antes del lanzamiento y casi nunca lo hacemos nosotros. Con mas de diez mil dueños de la versión pre del VIVE, estoy seguro que habrías oido muchas mas quejas se realmente hubiese un problema importante con AMD.

Q: Can the Oculus Rift support room scale if you really want to make it work?Puede soportar el Rift escala de habitación si tu realmente quieres hacerlo funcionar?

A: So we have two VR rooms in this building. One for our office and one for a second team working on something else. My team doesn't work with motion controllers. Take everything I say about the Vive controllers and Touch with a grain of salt since I don't use them daily. When we set up the VR room downstairs specifically for roomscale we did some measurements of the tracker's range and field of view and came to the conclusion that both have pretty much the same fov but the lighthouse stations have a slightly higher usable range which is by the way bigger than what they recommend as the largest play area.Respuesta: Nosotros tenemos dos habitaciones de Realidad Virtual en este edificio. Una en nuestra oficina y otra para otro equipo que está trabajando en otra cosa. Mi equipo no trabajo controles de movimiento. Tomate con precaución todo lo que te diga sobre los controles del VIVE y del Touch porque no los utilizo diariamente. Cuando instalamos la habitación de Realidad virtual de abajo para escala de habitación medimos el rango de tracking y el campo de visión y llegamos a la conclusión que ambos (VIVE y Oculus) tiene el mismo rango de visión, pero las estaciones lighthouse tienen un rango usable ligeramente superior que es bastante mayor que el que recomiendan como mayor area de juego

Q: Do you find that the sensor range on the ES08 (Engineering Sample 08) is high enough to allow you to be tracked to the full headset cable length away from it?Piensas que el rango del sensor ES08 es lo suficiente grande para abarcar la longitud del cable del HMD?

A: That's about 5 meters. Our VR room is slightly less than 4.5 across and I didn't have any issues there.Respuesta: Es alrededor de 5 metros. Nuestra habitación es ligeramente menos de 4.5 metros, no tendras problemas en ese aspecto

Q: Do you know which controllers your colleagues prefer between the Touch and Vive (the ones in the other team)? What is their general impressions?Que controlador prefieren tus colegas (de tu equipo y fuera de el (el touch o el VIVE)? Cuales son sus impresiones

Q: Do you think it would be worth getting a 3rd camera, or would it not end up being supported? I would definitely like 360 degree room scale for the Rift if possible!Crees que merecera la pena comprar una tercera camara (entiendo que se refiere al Rift). Me encantaria experiencias de 360 grados a nivel habitacion con el Rift si fuese posible

Q: Then it does work in sunlight and mirrors are not a problem.Entonces funciona con luz del Sol y los espejos no son un problema

A: They assured us the ES controllers and Pre headset are production hardware. The Pre controllers were not which is why they updated us with newer models.Respuesta: Ellos nos aseguraron que los controles y el HMD son el hardware de producción. Los controladores no lo eran por eso no dieron otros modelos nuevos

Info: These are pictures of the rift's interface and the current health and safety screen. I took them a while ago but they didn't change anything visually since then.http://puu.sh/nMnWF/10854fbc32.jpgEstas son las imagenes del interface del Rift y de las advertencias de salud del Rift. Las tome hace tiempo pero no han cambiado.http://puu.sh/nMnWF/10854fbc32.jpg

A: A bit of both. It's really hard to actually see the screendoor and if you're not trying the hardest to stare at it it does look like a continuous surface but the camera is certainly smoothing things.Un poco de ambos. Actualmente es muy dificil ver efecto rejilla si no intentas realmente duro encontrarlo y parece como una superficie continua pero la camara ciertamente suaviza las cosas.

Q: That sort of red/green ghosting seen... it looks similar to red/green 3D pictures/video. Is that how it looks in game when you're wearing the headset? Because I see the same thing using Google cardboard, and it's so very distracting. Ese ghosting rojo/verde ... parece simirlar al rojo/verde de 3d fotos/videos. Asi es como es cuando llevas los cascos, pero es parecido al que aparece con las cardboard y distrae bastante

Q: how long do you think you can get away with for passive?Cual es la longitud que puedes tener con (extensiones) pasivas?
A: The ones we use are either 1.5m or 2m and work.Las que tenemos son de 1.5 y 2 metros y funcionan

Q: Is Oculus just being extra cautious with their NDA or is there some extra surprise yet to be revealed?Oculus está siendo super cautelosos con su NDA o hay alguna sorpresa que todavia no ha sido revelada?

A: Well there is one thing they didn't announce yet afaik. There's an early access program in addition to Concepts. Other than that nothing earthshattering on the software side.Respuesta:Hay una cosa que todavia no han anunciado. Hay un programa de acceso temprano adicional a Conceptos. Ademas de eso no hay nada mas en la parte de software

Q: What's with the rumor of a dispute between oculus and valve / htc that caused Oculus to drop Vive support for their store?Que pasa con el rumor de disputas entre Oculus y Valve/htc que a provocado que no soporte el VIVE en su tienda?

A: Well there is that drop-down in the oculus software's devices tab with the ability to add additional headsets. The Rift is the only headset listed right now but it looks like they plan to add more. I don't know valve well enough to know theír reasons but the last thing I heard was that they would only support it through a Steam VR layer on top of the Oculus SDK which Oculus didn't like.Hay un desplegable en el tab de dispositivos sofware (del SDK) que te permite añadir nuevos Cascos/HMD. El Rift es el unico HMD listado actualmente pero parece que quieren añadir mas. No conozco VALVE lo suficiente bien para conocer sus razones pero lo ultimo que he oido es que ellos solo soportan eso si el Steam VR es una capa por encima del SDK de Oculus y Oculus no le gusta eso.

Q: That is how Valve supports the rift as well right? There is an Oculus SDK layer on top of SteamVR. But Oculus basically doesn't want to do the same and asked Valve to support the Vive through their SDK alone (something they knew they would never get)?Asi es cmo Valve soporta el Rfit tambien, no? Hay una capa del SDK de Oculus sobre SteamVR. Pero Oculus no quiere hacer lo mismo y pide a Valve soportar el VIVE contra su SDK solo(algo que saben que no conseguiran nunca?

A: I don't know all the details and it's mostly hearsay from other studios we're collaborating with but it sounded like Valve wanted a full-on Steam layer on top of the Oculus SDK a bit like Ubisoft does it with Uplay on Steam but just when using the Vive and not on a game-by-game basis but Oculus wasn't too happy with that. There is also a bit of pressure by Valve to ditch the OVR SDK completely and use OpenVR for all PC builds but that would mean we wouldn't be able to use the Oculus Store and would have to miss out on visibility and profit.No conozco todos los detalles y son la mayoria rumores desde otros estudios que estamos colaborado, pero parece que Valve quiere una capa completa de steam sobre el SDK de Oculus un poco como Ubisoft hace con Uplay en Steam pero solo cuando usan el VIVE y no en game by game, pero Oculus no esta demasiado feliz con eso. Hay un poco de presion por parte de Valve quitar de OVR SDK completamente y usar OpenVR para todas las builds pero eso querria decir que no podríamos utilizar la tienda de Oculus y perderiamos visibilidad e ingresos

Q: Any testing done wearing glasses? I hear the PSVR and Vive are the best at accommodating glasses and that the Rift requires a different faceplate and, by default, can be uncomfortable. With so many gamers wearing glasses (recently including myself) I feel this is a pretty important area to consider. Fortunately my pre-order for the Rift won't ship until June which means there will be plenty of time for me to gauge this area before I continue with my order or go with the Vive.Le preguntan si han testeado los HMD llevando gafas? Ya que ha leido que PSVR y VIVE son mas comodos llevando gafas y que la moldura (no me sale una palabra mejor) que viene por defecto con el Rift no lo es tanto. Para el es un tema muy importante. Tiene pre-order del Rift para Junio.

Q: Have you seen any fogging up with the goggles? Do you think the devices will heat up on the face during warmer weather? I am interested in the rift. I read somewhere they can get warm and possibly fog up.Un usuario interesado en el Rift le pregunta sobre el vaho/empañamiento

A: That was a big issue with DK2 but has yet to happen to me with the Rift.Respuesta: Era un gran problema con el DK2, pero a mi no me ha pasado todavía con el Rift

Q: Do you know anything about how the different players are going to be distributing their hardware in retail channels? Is it going to be all online orders or are they going to sell through Best Buy and GameStop? If so do you expect any of the retailers to dedicate floor space to room scale demos?Le preguntan sobre si va ha existir venta en Tienda fisica o solo online y si va a haber tiendas fisicas con espacio especifico para Demos VR

A: All of them will have retail presence. The PSVR a lot stronger than the Rift and Vive. Sony will be doing limited in-store demos and we even got contacted about making a demo of our game specifically for this purpose. That's still a bit far away though. Sony is treating PSVR like a console launch in terms of their marketing, how they approach E3 and the distribution of devkits.

Q: Is there any indication in the drivers or documents wether the Vive is using a Movidius Myriad 2 chip for the camera? Also, for me the camera is a huuuge selling advantage for the Vive, not just for chaperone but future cool applications like photogrammetry. How do you feel about this?Le preguntan si hay algún tipo de documentación de que el VIVE esta utilizando el chip Movidius Myriad 2 para la camara. Y de si la camara es un graaaan ventaja para el VIVE, no solo por el chaperone sino por futuras aplicaciones como fotogrametria

Q: From your developer perspective, what features on the headsets needs to be improved first? Did you find yourself bottlenecked at some point?Desde el punto de vista de desarrollador que HMD necesitas mejorarse primero? Ves algun cuello de botella en algún momento?

A: Apartment sizes need to improve :D The pressure to make a roomscale game also work just standing and turning on both the Rift and Vive to maximize the potential audience feels like a slight bottleneck to creativity. my team is not working on a game with tracked controllers but our coworkers are and it's a bit depressing to see how many steps back they took from the original idea once they realized that most people are not ready or capable to dedicate a 3.5x3.5m or even 2x2m space in their home to VR.Respuesta: A: El tamaño de los apartamentos debe mejorar (Broma). La presión por hacer que los juegos a escala habitación funcionen tambien de pie parado girando alrededor para maximizar la audiencia es un cuello de botella para la creatividad. Mi equipo no esta trabajando en un juego con controles de tracking pero nuestros compañeros que si lo están haciendo se sienten un poco deprimidos de ver cuantos pasos atras tienen que dar sobre la idea original una vez que se dan cuenta que la gente no está preparada o no puede dedicar espacios de 3.5x3.5m o de incluso 2x2metros en su casa para Realidad Virtual.

Q: Do you see standing/seated 180° games/experiences the "standard" that will emerge due to the fact that the three major headsets do that very well? Do you think that 360° room scale will see as much development as 180° standing/seated or less?Piensas que las experiencias juegos 180 serán el standard dado que los tres grandes HMD lo hacen muy bien? O crees que el numero de desarrollos 360 seran iguales que los de 180?

A: There is so much untapped potential in roomscale but until the audience evolves to a point where it makes sense to target such a small part of the market there's no reason for devs to limit themselves to a smaller group of potential customers. We're all in this out of passion but at the end of the day we're also a business and have to make the money we spent on development back in software sales.
[color=#339933]Respuesta: Existe mucho potencial para la escala habitación pero hasta que la audiencia evolucione hasta un punto en el que tenga sentido apuntar a un sector tan reducido el mercado, no hay razon para que los desarrolladores se limiten a un numero tan pequeño de usuarios potenciales. Todos tenemos pasion por esto pero al final del dia somos tambien un negocio y tenemos que recuperar el dinero invertido en el desarrollo con la venta de software

Q: Do you see bigger studios developing platform-specific "versions" of games like they did with Job Simulator as sort of an alternative? (support for multiple tracking setups) I know most of the focus is gonna be on the PSVR's capabilities in 2017+ just because of the install base. Ves a grandes estudios desarrollando versiones expecificas para cada plataforma de juegos como hicieron con Job Simulator (soportando varias configuraciones de tracking) Se que el mayor foco va a estar en la capacidades de PSVR para 2017 dada su gran base de usuarios

A: Most of the devs we're in good contact with are building games for PSVR and the Rift as these are the projected market leaders of console and PC VR with Vive versions in mind. Other platforms like OSVR, StarVR or the Totem (which is technically OSVR compliant) will only see straight ports if at all. There aren't many PSVR-to-Rift ports though. That's partly because Sony invests a lot of money in games specifically developed for PSVR. Exclusives if you will. They don't outright buy exclusivity rights to existing projects but fund projects that wouldn't exist otherwise and then demand in return that they will stay on PSVR for a while. On PC the two major headsets are more or less identical once touch launches, there is no need to treat development and the potential usecase on those headsets differently. Pretty much all games that use roomscale can also be played standing and turning simply because it makes the most sense business wise but if you do have a setup where you can walk around you get the perk of more freedom in your movement.Respuesta: La mayoria de los desarrolladores con los que estamos en contacto están creando juegos par el Rift y PSVR como los lideres del mercado en PC y consola con versiones para VIVE en mente. Otras plataformas como OSVR, StarVR o Totem solo tendran port directos si es que tienen alguno. No hay muchos port PSVR al Rift sin embargo. Eso es en parte porque Sony invierte mucho dinero en juegos especialmente diseñados para PSVR. Excluivos si te gusta mas. Ellos no compran exclusividades a proyectos existentes, pero fundan proyecto que no existirian de otra manera y demandan a cambio que solo esten en PSVR por un tiempo. En PC ambos HMD (VIVE y RIFT) seran mas o menos iguales una vez que se lanzen los Touch, no hay necesidad de diferenciar el desarrollo de esos HMD diferente. La mayoria de los juegos escala habitación pueden jugarse de pies y girando sin moverte simplemente tiene mas sentido desde el punto de vista del negocio, pero tienen la opción si quieres de andar para tener mas libertad de movimiento

Q: Which is considered fair is it not, especially if the game wouldn't exist otherwise? The word demand makes it sound like you don't agree with Sony's approach.Lo consideremos justo o no, especialmente si el juego no existiría de otra forma. La palabra demanda suena como si no estuvieses de acuerdo con el enfoque de Sony (sobre los exclusivos)

A: I absolutely agree with them. It's important to convince devs to take the risk of development on unproven hardware and saying "look, we'll make sure there's no financial risk involved for you and in return the game will be on our platform for the forseeable future" is a service to the success of VR early on.Estoy absolutamente de acuerdo con ellos (Sony). Es importante para convencer a los desarrolladores de desarrollar para un Hardware no probado/que no ha salido a la calle "Mira, nosotros nos aseguraremos que no tendras ningun riesgo financiero y en contrapartida el juego estara en nuestra plataforma por un tiempo", es un servicio para el existo de esta primera Realidad Virtual.

Q: Question about the headset fitting as well as headphone placement. 1) Will the headphones on the rift always rest in the proper place over your ears as long as the headset is adjusted properly? Going from a small head like a child's all the way to someone with a much larger head like Andre the giant? 2) I wear a welding mask for work, the head strap, if not adjusted properly may rest on pressure points on the back of my head causing pain. Is there any worry of the possibility of this with any of the headsets?Pregunta sobre el ajuste de los cascos(de audio) sobre los HMD. 1)Los casos del Rift siempre quedarán en una posición correcta sobre los oidos una vez puesto el HMD? Partiendo de la cabeza de u niño a la cabeza de un cabezón. 2)Trabajo con mascaras de soldadura si la banda de sujeción no se coloca corectamente pude provocar dolores de cabeza. Hay alguna posibilidad de este tipo de problema con estos HMD?

A: 1) You can adjust the angle and move them up and down. They should work for most if not all heads. 2) The consumer Rift feels like wearing a hat. There is no real pressure applied anywhere on your head.1)Puedes ajustar el angulo (entiendo de los cascos de audio) y moverlos arriba o abajo. Deberian encajar en todas la cabezar. 2)El Rift se siente como si llevases una gorra de beisbol. No existe una presion real aplicada en ningun lugar de tu cabeza

Q: Do you believe the Rift and its SDE is good enough for serious Sim Racing? In Sim Racing your often staring at a single point in the distance to judge the cars movements in relation to its surroundings. With the DK1 that made you crazy after a couple of minutes.Crees que el SDE del Rift es lo suficiente bueno para jugar seriamente con simuladores de conducción? En los simuladores de conducción a menudos miras a distancia para judgar el movimiento de los coches en relación con su entorno. Con el DK1 me volvía loco a los pocos minutos

Q: Do the pentile screens on the oculus and vive have a different look to them vs the rgb screen on the psvr? Is the 120hz mode on the psvr noticeable vs the 90hz mode on the psvr, vige, and oculus?Que tal se ven las pantallas pentile del Oculus y VIVE respecto a la rgb del PSVr? El modo 120hz del psvr se nota cotra el modo 90hz del psvr, vive y oculus

A: It's hard to recognize them as pentile displays due to the almost nonexistent SDE. It's a little bit more visible on the Vive but nowhere near as bad as on DK2 where you can see the uneven distribution of subpixel colors. PSVR is visually closer to Rift and Vive than you would expect due to their RGB panel but we're at a

5. Have you tried touch? Did you like it or found any things that annoyed you? (such as tracking problems).

6. How are the added headphones on the rift?

7. Ergonomics on which one are better?

8. What software seems better for the consumer?

A: 1) I like and dislike different things about all of them. No favourite.

2) Rift > Vive > PSVR

3) Vive > Rift > PSVR

4) Rift > PSVR > Vive

5) I'm not too experienced with Touch. We don't have a Touch in OUR office since our project doesn't utilize motion control but I had a couple of opportunities to try it out and was very happy with how well the tracking works. There were a couple of issues with finger recognition and rumor has it that's the reason why they delayed it.

6) IMO the most important difference between the three. The headphones provide an even target across all users for devs and add so much comfort.

7) The Rift and PSVR are equally comfortable IMO. Vive is a bit lacking in terms of ergonomics.

8) For consumers the Oculus software is way ahead at the moment. It's completely plug and play in our experience and feels like a polished console UI, even in its current beta state. My personal preference is the Steam VR interface though simply because it supports voice chat and that's what we use to communicate between our VR room and office.

A: I don't really play favourites. They all have their strengths and weaknesses. From a comfort standpoint I like PlayStation VR the most, for the quality of the headset alone I like Rift the most and for the most compelling out of the box experience the Vive.

Q: Do you feel that the "most compelling experience" aspect will be pretty similar between Rift and Vive once the Touch controllers launch and people have multiple sensors?

A: Absolutely. If I look purely at the comfort and quality of the headsets alone I would give it to the Rift but the ability to reach out and "touch" the virtual world is what makes the Vive so magical for me.

Q: You say they each have their strengths and weaknesses, what do you think is the Rifts weak point, or what if anything don't you like about it?

A: I don't like having to wait for tracked controllers. If I would buy a headset for myself right now it would probably be the Vive because it's a complete VR package for what I want to do in VR while the Rift is a slightly superior, much more ergonomic headset but is also making me wait for touch for half a year.